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  #1  
Old 08-20-2018, 05:12 PM
guncrazy guncrazy is offline
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Default GMing a city defense

So after a few well placed catastrophic failures, the PCs and the city they reside in find themselves under imminent attack by the local warlord in the Texas area. He controls the region and subjugates the surrounding towns. The PCs defied him in not giving what he wanted and failed miserably to smooth things over angering the militia who is now going to make an example that this is what happens when you defy him.

How should I conduct this fight? Use D&D thinking meaning think big play small? only conduct PC combat and their tasks and depending on their successes or failures influences the overall defense? Some ideas would be most welcome
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Old 08-20-2018, 07:40 PM
swaghauler swaghauler is offline
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You will need to "focus in" on the group the way a TV show focuses in on the actions of the lead characters. You need to focus the action on the players to keep them invested in the game. If their fight is going badly, you can have townspeople show up to help them. If it is too easy, have a messenger come running up and yell "They've broken the defenses at [insert location here]!" The players will now have to "hustle over" to that location for round TWO. Only GENERALLY describe to the players what is going on in other parts of the town. This will allow you to "modify" the initial plot [of events] based on the Character's own success. Never "paint yourself into a corner" through too detailed a narrative about events that the Characters would only have the barest details of in reality.

Start with a RECON mission or Skirmish attack on the advancing Militia group. You want the players to understand that this group should NOT be allowed within "attack range" of the town unharrassed. It will also be important to know who is where with regards to Heavy Weapons or AFVs in order to set the town's defenses up properly.

The players could also be put in charge of "improving" the town's defenses. Have the player with Engineering Skill roll to direct the townspeople to construct those defenses properly. Failure indicates either an incomplete defense OR a hidden weakness that was unprepared for (such as an open drain or hole in an exterior defense that can be exploited.

The Recon Team could "call fire" from mortars or other artillery or mine bridges on the Militia's route to buy the Construction Team time to fortify the town. Make sure the Team has an "Alamo" or RP to retreat to. An escape route would be wise as well.

Some questions must be asked and answered in order to give yourself the best planning options. Those are:

-How many Militia are attacking and How experienced are they? Experienced units will thoroughly Recon the Town and NOT launch a DIRECT attack WITHOUT artillery support and MORE THAN a two to one superiority in numbers. They may try an Infiltration Raid with a Diversion if they have a two to one advantage. Most units will break off the attack once they have lost 25% to 30% of their forces. They will regroup and a Leadership (morale) check may be needed to continue. If they withdraw, the battle will go to the players but the WAR may continue as the Militia regroups and replenishes their strength. A counter attack may be in order to destroy the Militia's unit cohesion.

-How far must they travel? More than 20km and Fatigue becomes an issue for MARCHING units. This may mean camping near the town before launching the attack. A good idea for Skirmish troops would be to attack or mortar the encampment.

-How much "Heavy Equipment" does the Militia have? This may limit the Militia's routes of advance due to terrain or bridge weight limits. These are prime areas to defend with a "Defense in Depth" or to mine/destroy to deny their use to the Militia.

Make the PLAYERS work for their victory by giving YOU DETAILED plans for the defense. Don't do all the work yourself.

Last edited by swaghauler; 08-20-2018 at 07:42 PM. Reason: spelling
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Old 08-20-2018, 09:06 PM
guncrazy guncrazy is offline
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Wow some great suggestions thank you! The players have not yet taken a toll of the available force to them but they will have around 90-103 men available for defense (possible to rally neighboring settlements if the PCs can pull it off) they are outnumbered and outgunned easily. The attacking militia will be attacking with a force of over 250-30 men, has two M198 Howitzer batteries, plus civilian vehicles with MGs mounted. They have some AT weapons though limited and have enough ammo for a sustained siege.

The players have limited equipment in town as the town has been under constant tyranny from the warlord and he takes all their shit lol. But they will have 1 81mm mortar plus some MGs and heavy rockets and whatever equipment the PCs have. Also a Bradley.
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Old 08-20-2018, 09:10 PM
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Legbreaker Legbreaker is offline
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You could use the large scale combat rules from Ruins of Warsaw, or perhaps Last Battle (which was actually intended to not only be a stand alone game, but used for larger T2k combats).
Look to Return to Warsaw for guidelines on converting to Last Battle.
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Last edited by Legbreaker; 08-21-2018 at 12:00 AM.
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Old 08-20-2018, 09:30 PM
guncrazy guncrazy is offline
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I'll take a look at them thanks!
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Old 08-21-2018, 10:37 AM
stg58fal stg58fal is offline
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Wait...two *batteries*? That's what, 8-12 guns, depending on which TOE you're going by and if they're full strength.

Probably the best hope that town has for survival, maybe the *only* hope, is to neutralize those guns quickly, with extreme prejudice. You say the baddies have the ammo for a protracted seige, I'm going to assume that means they've got a good supply of feed for that arty. If those guns don't meet an untimely end, they're going to ensure that everyone in that town has a bad day.
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Old 08-21-2018, 11:28 AM
.45cultist .45cultist is offline
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Also TNE's "World Tamer's Handbook" has mass combat.
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  #8  
Old 08-21-2018, 11:37 AM
guncrazy guncrazy is offline
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Quote:
Originally Posted by stg58fal View Post
Wait...two *batteries*? That's what, 8-12 guns, depending on which TOE you're going by and if they're full strength.

Probably the best hope that town has for survival, maybe the *only* hope, is to neutralize those guns quickly, with extreme prejudice. You say the baddies have the ammo for a protracted seige, I'm going to assume that means they've got a good supply of feed for that arty. If those guns don't meet an untimely end, they're going to ensure that everyone in that town has a bad day.
Oops I meant two guns lol.
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